0x1de wrote:I have played mrchris about seventy-billion times, it feels.

Same.

Feedback:1) Game camera automatic movementNeeds some kind of smoothing. If a bot at the border dies, a shotgun runs far away and comes back or if you fast forward, the camera should not use the optimal position, but instead move there like a real camera man would do. It should accelerate at the beginning, move with constant speed and decelerate at the end. When a camera moves to the new position and another bot dies, it should keep the momentum fading to the new velocity vector. (when I talk about position, i mean x, y and z)

3) Private matchesNicely done. Let choose a map.Opponent selection should use a GUI. A list of leagues and all players in it. Perhaps a player-link in the leaderboard of the stats page. (The replays could get a link there too.)

4) TournamentsThe players should commit their AIs before the first game starts and before any pairing is known. Or one could study the other player and build some anti strategies. Will speed up the process too.

Otherwise a player should have 24 to 48 hours to play the next game. (work, real life and stuff like this)

5) Several Targets for move.Unexpected. Feels great and right. Makes running easier.

0x1de wrote:I have played mrchris about seventy-billion times, it feels.

Same.

Probably because the cooldown is turned off for now. I'm probably going to only play unranked for now, while I wait for it to come back

LuBeNo wrote:4) TournamentsThe players should commit their AIs before the first game starts and before any pairing is known. Or one could study the other player and build some anti strategies. Will speed up the process too.

Unless it was a tournament specifically designed for generic AIs, I disagree that this is an issue. If you focused on anti strategies, you would probably get beaten by anti-anti strategies, or you might be wasting too much brain power in too many places which may mean you forget something important and lose

Suggestion, maybe in unranked allow all players of all levels, this could be a good way to learn, some of the new players have come up with really strong ai's as well. Also this might generate more interest instead of despair when trying to learn and always going backwards on scoring.

LuBeNo wrote:4) TournamentsThe players should commit their AIs before the first game starts and before any pairing is known. Or one could study the other player and build some anti strategies. Will speed up the process too.

Unless it was a tournament specifically designed for generic AIs, I disagree that this is an issue. If you focused on anti strategies, you would probably get beaten by anti-anti strategies, or you might be wasting too much brain power in too many places which may mean you forget something important and lose

First, I understand that what I mean by "generic" is probably not exactly what you (or others) might mean. However, I've always been under the impression that the game, as a whole, is "specifically designed for generic AIs". So, unless a tournament was "specifically designed for NON-generic AIs", I have to agree with LuBeNo on this one.

LuBeNo wrote:4) TournamentsThe players should commit their AIs before the first game starts and before any pairing is known. Or one could study the other player and build some anti strategies. Will speed up the process too.

Unless it was a tournament specifically designed for generic AIs, I disagree that this is an issue. If you focused on anti strategies, you would probably get beaten by anti-anti strategies, or you might be wasting too much brain power in too many places which may mean you forget something important and lose

First, I understand that what I mean by "generic" is probably not exactly what you (or others) might mean. However, I've always been under the impression that the game, as a whole, is "specifically designed for generic AIs". So, unless a tournament was "specifically designed for NON-generic AIs", I have to agree with LuBeNo on this one.

I see tournaments as an opportunity to play the game differently.We can now experiment with new rules: only one map, certains classes, first to X wins, etc.

Ok, then I don't know how the log sending works, because pressing the button for it in the console just had the console disappear for a second and then reappear and I wasn't given anything on how to actually send it

Ok, then I don't know how the log sending works, because pressing the button for it in the console just had the console disappear for a second and then reappear and I wasn't given anything on how to actually send it

It should redirect you to the default email app. You gotta send logs as email attachment.

harthag wrote:Unless it was a tournament specifically designed for generic AIs, I disagree that this is an issue. If you focused on anti strategies, you would probably get beaten by anti-anti strategies, or you might be wasting too much brain power in too many places which may mean you forget something important and lose

First, I understand that what I mean by "generic" is probably not exactly what you (or others) might mean. However, I've always been under the impression that the game, as a whole, is "specifically designed for generic AIs". So, unless a tournament was "specifically designed for NON-generic AIs", I have to agree with LuBeNo on this one.[/quote]Imo, while the game is based around having the best AI, I don't limiting ourselves to generic AIs should be forced by only playing with this goal. I think if there is a tournament for the person with the strongest AI being the one that should win, then knowing the opposition is just as important as knowing the terrain. That's why I think it should be classified as "special rules" if there is a fixing of the AIs to only know of the terrain with measures sure as making it where you don't know your opponent beforehand